B.A.S.I.C. & Stats
Your BASIC stats measure the core parts of your character's body, mind, and soul, serving as a method to rate where you are strong and where you are weak. Whenever a Feat is attempted, roll a number of dice equal to the B.A.S.I.C. most related to what you are attempting, plus one extra dice from each relevant Feature and whatever circumstantial bonuses the GM includes in the roll.
B.A.S.I.C. stands for the name of each stat; Brawn, Awareness, Skill, Intellect, and Charisma. Each of these correlates to a particular brand of hero from the brawny to the brainy; the more points your character has in a particular Trait, the more he leans towards this particular heroic idiom. |
Determining Your B.A.S.I.C. StatsRoll 1d6 and 5d4. Record the number shown on each dice. Discard a dice of your choosing. This will leave you with a set of five numbers. Repeat this process two more times so that you have three sets of numbers. Pick which set of numbers you'd like to use. Assign each of the five numbers to one of your BASIC stats as you see fit. |
Brawn
Samson, Hercules, The Hulk, Conan the Barbarian, Kratos
Strength, agility, endurance, and general athleticism. Brawn is a measure of how much power your muscles can exert, the sharpness of your reflexes, and how quick and coordinated your movements are.
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Awareness
Sherlock Holmes, Aragorn, Daredevil, Predator, Geralt of Rivia
Perceptiveness, empathy, alertness, and the ability to assimilate stimuli from the senses into useful data. Awareness allows a hero to discern everything about their environment before making a decision.
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Skill
Legolas Greenleaf, Robin Hood, Batman, Indiana Jones, Ezio Auditore
Mental and physical dexterity, talent, and the ability to creatively apply yourself to solving a problem. Skilled heroes have many tools at their disposal and always seem prepared to handle anything.
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Intellect
Artemis Fowl, Odysseus, Gandalf, Tony Stark,
Hermione Granger IQ, understanding, and mental aptitude. Intellect reflects your ability to learn, retain, and recall information. It is a measure of memory, reasoning power, and the ability to puzzle through various obstacles.
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Charisma
Tyrion Lannister, King Arthur, Captain America, James Bond
Courage, luck, willpower, spirit, and personality. Charisma is a measure of how bold and likable you are as well as the strength of your personal fate. Where strength may fail, relationships and resolve will win out.
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Brawn emphasizes
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Awareness emphasizes
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Skill emphasizes
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Intellect emphasizes
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Charisma emphasizes
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Secondary Stats
Secondary Stats are those derived from your BASIC scores as well as other sources such as your equipment or abilities. Use the formulas below to calculate the starting values for your Secondary Stats.
Actions & Role-Playing
Your total Actions reflect how fast and coordinated your character is; how much they can get done in the short span of time that is their turn. There are several kinds of Actions:
Some Actions can be performed outside of your turn. These are called Reactions. Reactions always have a specific trigger like being attacked or an adjacent enemy moving further away from you. You have the same number of Reactions each round as you do Actions during your turn.
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Speed measures how quickly you can move from point A to point B. You can move a number of meters equal to your Speed for every Action you spend moving. Speed also helps determine the order of Initiative when combat starts. Every combatant rolls 1d20 and adds their Speed, taking turns in order from highest roll to lowest roll. |
Melee is your skill with hand-to-hand combat, using close-range weapons to damage enemies that are adjacent to you. Melee weapons deal the most damage but put you at the most risk on the front lines of battle. |
Ranged is your aim with long range weapons like bows, firearms, and thrown weapons. While ranged weapons may not do as much damage as melee weapons, they allow you to fight away from the fray of the battle. |
Spellcraft is your ability to cast spells and channel your vital essence into magical attacks using a Focal like a wand, staff, or tome. For those able to wield magic, Spellcraft is just as useful outside combat as in it. |
Focus is your reserves of mental energy, your will to hone your desires into tangible action. Focus is the fuel for many special abilities and the more Focus you have, the more special things you can do during a Scene. You recover all Focus at the end of a Short Rest. |
Mana is the maelstrom of creative energy that undergirds the cosmos and the force which magicians use to cast Spells. If you can cast Spells, the ability or item that allows you to do so will tell you how much Mana you have. You recover all Mana after a Full Rest.
You won't have any Mana until you acquire the ability to cast Spells. |
Destiny is storytelling currency which players may use to take the reins of the narrative from the GM for a moment. The more significant the alterations to the story, the more Destiny is required (see the section on Destiny for more information). |
Carry indicates how much weight in gear, gold, and other treasures you are able to lug around at once. Every item you carry has a weight (given in Stones); for every point of Carry you have, draw a box on your character sheet. For every Stone of weight you're carrying, check a box.
Carry = Brawn |
Attunement measures the depth of your spirit, the power which you are able to invest in magical items to awaken their power. Without attunement, most of the magical items you find are little more than interesting curios. The amount of magical items you can equip is based on your Attunement.
Attunement = Character Level |
Health & Survival
Hit Points are a measure of how much damage you can take before injury and death (see the Health & Wellbeing status for more information). You can recover lost Hit Points by spending Resolve during a Short Rest. You also recover all lost Hit Points after a Full Rest. |
Resolve is a measure of your mental and physical resilience. Your Resolve is a pool of dice (all are the same size and start as a d6). You can roll Resolve to recover HP equal to what you rolled when you take a Short Rest or are treated medically. Once you roll a Resolve dice, it is spent and can't be rolled again until you finish a Full Rest. |
Endurance is temporary Hit Points. When you would lose Hit Points, lose Endurance first before losing HP. You don't start with any Endurance, but can gain Endurance from special abilities and equipment. You lose all Endurance at the end of the Scene you gained it in. Existing Endurance doesn't accumulate with new Endurance; if you have 2 Endurance and would receive 5 Endurance, you now have 5 Endurance, not 7. |
Defense is your ability to block, dodge, resist, or otherwise protect yourself from incoming harm. Most of the time when you are targeted by an attack (and are aware of it and able to defend yourself), you will roll Defense in response. Both your armor and your awareness of your surroundings play a part in how effective your defense is. |
Save is your willpower, resilience, and tenacity. When you need to resist mental trauma or attacks of a magical nature, you'll roll Save. When you're affected by a negative status condition, you might be able to end the condition with a successful Save, made during your turn. The Difficulty to end a condition is 5 + the Level of the creature or effect it originated from. |
Resistance is your ability to reduce certain types of incoming damage. For each point of damage Resistance you have, you can reduce the total amount of incoming damage of that type by 1d6.
Example: Kit is going to take 30 Physical Damage, but has 3 Physical Damage Resistance. He rolls 3d6 (4, 2, 5; total of 11) and reduces the incoming damage to 19. You start with no Resistance |
Vulnerability is your weakness to a certain types of damage. For each point of damage Vulnerability you have, you increase the total amount of incoming damage of that type by 1d6.
Example: Kit is going to take 30 Physical damage and he has 3 Physical Damage Vulnerability. He rolls 3d6 (2, 2, 5; total of 9) and takes 39 Physical Damage in total. You start with no Vulnerability |